ASSETS:
Bureaucratic Mind (d6)
You think like a machine—you can store massive amounts of information, recall it with perfect clarity, and get on everyone’s nerves without even trying. If you once learned a piece of information, you never have to roll to recall it; if there is a reasonable chance you might have once learned something obscure, the Game Master may either rule that you do know it, or call for a Hard (11) Intelligence + Intelligence + Bureaucratic Mind roll—if you succeed, you did learn it. This can’t reveal secret information you would never have learned, but may well let you have extremely unusual knowledge.

Fades Out (d6)
You have a tendency to fade into the background; either you’re really, really boring, or unusually average” to the human eye. Add your Trait die to rolls to avoid notice when hiding “in plain sight,” o disguise yourself as another (nonspecific) person, and so on.
d6+: If your Fades Out Trait die is d6 or higher, you gain a bonus to Plot Point expenditures on rolls that include this Trait. If you spend any Plot Points on these rolls, count the total spent as if it were 2 higher; spending 1 Plot Point nets you a d6 bonus die, 3 would net you a d10, and so on. This Trait bonus only benefits Plot Points spent before the roll, not those spent after.

Trusty Sidekick (d6)
There’s safety in numbers, even if Number two is a small robotic fowl. You have a companion, follower, helper, or familiar of some kind. Regardless of the level of your Trait, your follower has the following qualities:
Is a loyal NPC: The Game Master controls your companion directly, though it will generally act in your favor.
Is slightly intelligent: Your companion is somewhat brighter than a dog (and most high school students). It can understand most speech in your native language, take simple instructions, and perform minor tasks based on the level of the Trait.
Can be killed: It is possible for you to lose your companion, though how it can be injured/banished/killed/destroyed depends upon its nature.
If you lose the companion in a permanent fashion, the Trait goes dormant—you still have it, but have no benefit. You may either choose to lose it (and gain back ½ the number of Trait Points it cost you, to spend as you wish), or to spend 1 extra Trait Point on it to reactivate it, in which case you either get your companion back or receive a new one soon.
d6: Your follower is slightly more intelligent and useful. It can’t have an Intelligence higher than
d6, and can obey moderately complex commands (hide until dark, find the key in the desk, and let me out when the guards change).
Build its stats with 26 Attribute Points, 0 Trait Points, and 16 Skill Points. It can fight normally.

COMPLICATIONS
Addiction [Alcohol] (d4)
You’re hooked. It might be cigarettes, alcohol, caffeine (sorry—we mean, “enhancing ingredient”), painkillers, demonic sacrifices, or almost anything—but you need it, and if you can’t get it, you go into withdrawal. The level of this Complication depends on the nature of the addiction: Something legal, with few immediate risks and nonfatal withdrawal symptoms (being a smoker or a functioning alcoholic) would be rated d4 or d6; addictions to substances that cause more problems, have worse withdrawal symptoms, or are illegal (or supernatural) likely have a higher die rating.
Depending on the addiction, the time between required fixes could vary from 8 hours to a week. Minor symptoms include headaches (–1 Attribute step to all rolls from inability to concentrate), the shakes (inability to perform delicate actions), frequent nausea and vomiting, or confusion that manifests on and off constantly. Severe symptoms can cause dire problems, like blacking out randomly, violent rages, bleeding, cardiac arrest, and so on. Also, you may experience social side effects from indulging your addiction (the Game Master may add your Trait die to the Difficulty of social rolls, or have supporting characters respond unfavorably upon meeting you), your health may degrade, or you may be incapacitated while fixing.

Rebellious (d4)
You have serious problems with authority. If possible, you find a way to avoid following orders without getting shot—it’s all about the attitude. Sometimes this gets you yelled at, sometimes it might get you locked up or executed for mutiny. While this is principally up to you to role play, it will also have repercussions within your command structure, and you may have to add your Trait die to the Difficulty of certain actions, particularly when interacting with your superiors.

Dead Broke (d4)
You’ve got nothing but lint in your pockets.
d4: If you’re keeping careful track of cash, you start with half the normal amount, and whenever you get a big score, you lose half of it without any benefit (get ripped off on a deal, get mugged, drop it down a drain, whatever). If you’re less worked up about penny-pinching, you might have some raggedy gear, and you rarely have enough money for more than lunch.

Comfort Object (d2)
It might be a blanket, a cross, or the broken hilt of your father’s sword that you wear around
your neck, but you require some object to feel complete. The object can be anything that you can carry on your person, serves no useful function, is often displayed proudly, and can be lost or stolen. Therefore it can’t be a tattoo or an impossibly small object that never comes out of your pocket. And whenever you don’t have it, you become agitated (read: cry like a little girl). You get so upset that you have to add your Complication’s Trait die to the Difficulty of all actions you take, and if possible, should do your best to act for the immediate retrieval of the object.